Is there any way to get the Star Road custom level to become multiplayer. I tried patching the multiplayer 1.2 ppf on top of the star road patch but it doesn't work. Also I would like it to be multiplayer 1.3. If anyone knows how to do this it would be most appreciated.

Here is the link for the multiplayer 1.3: https://www.youtube.com/watch?v=2M33-zPQRzY

Each romhack modifies the rom a certain way; Depending on the patching method, no two mods may be compatible at all, or require certain ones before others due to the way the rom is modified.

In order to apply one mod to another, you need to know what one patch does to the rom's file(s), and then replicate that change to the other romhack's patched rom file(s). It'd probably be easier to apply the Multiplayer changes to the Star Road romhack.

So how would I figure out what the patch does? Is there a program that looks into ppf files? If not then could I use the SM64 Level importer and import the new levels of Star Road and replace some levels in the Multiplayer rom? Thanks!

BUMP:
Common guys is there any way to get multiplayer in Star Road? I know that I can import .obj files but I can't import already made levels. Because the stupid Toad Tool doesn't let you export .obj. I would have to make them from scratch, which isn't what I want. Could we make a tweak that enables multiplayer? I think that would be the best option. Because just patching the multiplayer ppf on the Star Road ppf doesn't work. It completely makes Mario invisible, and there is no Luigi. But the start screen where you pick your game file says multiplayer at the top. So something is interfering with it. Any help would be appreciated.

Originally posted by RedToadBUMP:
Common guys is there any way to get multiplayer in Star Road? I know that I can import .obj files but I can't import already made levels. Because the stupid Toad Tool doesn't let you export .obj. I would have to make them from scratch, which isn't what I want. Could we make a tweak that enables multiplayer? I think that would be the best option. Because just patching the multiplayer ppf on the Star Road ppf doesn't work. It completely makes Mario invisible, and there is no Luigi. But the start screen where you pick your game file says multiplayer at the top. So something is interfering with it. Any help would be appreciated.

I lol'd

Skelux has documentation on everything, there is a seperate document for srmp 1.2.
https://sites.google.com/site/supermario64starroad/home/sm64-documents/skelux

You can use nemu64 and,
http://www.emutalk.net/threads/21092-This-will-allow-you-to-export-geometry-WITH-textures

Skelux has documentation on everything, there is a seperate document for srmp 1.2.
https://sites.google.com/site/supermario64starroad/home/sm64-documents/skelux

You can use nemu64 and,
http://www.emutalk.net/threads/21092-This-will-allow-you-to-export-geometry-WITH-textures

Really? You lol'd? I don't know what was so funny but thanks anyway for the useful information! You are my hero. No one else has been posting anything for three days on this topic. I will post my findings and experiment with this. Thanks again!

Ok so can I use the multiplayer 1.3.txt code to make a tweak to enable multiplayer right? I think that this is possible since he lists all of the code he uses. But the last tool for the Nemu64 does not export to a .obj file. It exports to a lot of .bmp files and a weird .vrml file. What really gets me is that he has a version of Star Road multiplayer for 1.2 but I want it for multiplayer 1.3. Maybe I could request Skelux to make the 1.3 version.

Originally posted by RedToadOk so can I use the multiplayer 1.3.txt code to make a tweak to enable multiplayer right? I think that this is possible since he lists all of the code he uses. But the last tool for the Nemu64 does not export to a .obj file. It exports to a lot of .bmp files and a weird .vrml file. What really gets me is that he has a version of Star Road multiplayer for 1.2 but I want it for multiplayer 1.3. Maybe I could request Skelux to make the 1.3 version.

you wont get star road simply by reimporting the .obj files... you would have to place the objects, redo the codes... an enormous amount of time anyway.
i suggest you to use the star road multiplayer rom, SM64 multiplayer 1.2, sm64 multiplayer 1.3, create a patch from 1.2 to 1.3 and see if that works for the star road rom. if that wont help, you'll have to put alot of work into doing this. the quickest way would probably be learning mips assembly and see what multiplayer 1.3 changed in the game's code and copy the changes that make sense over/to rewrite some stuff to fit the starroad rom.

you wont get star road simply by reimporting the .obj files... you would have to place the objects, redo the codes... an enormous amount of time anyway.
i suggest you to use the star road multiplayer rom, SM64 multiplayer 1.2, sm64 multiplayer 1.3, create a patch from 1.2 to 1.3 and see if that works for the star road rom. if that wont help, you'll have to put alot of work into doing this. the quickest way would probably be learning mips assembly and see what multiplayer 1.3 changed in the game's code and copy the changes that make sense over/to rewrite some stuff to fit the starroad rom.

Well how do I make ppf files? Do I have to write it from scratch or is there a program that I can use? Thanks for your help. Because Skelux didn't make a multiplayer 1.3 PPF file. I could maybe ask him to make one if all else fails.

you wont get star road simply by reimporting the .obj files... you would have to place the objects, redo the codes... an enormous amount of time anyway.
i suggest you to use the star road multiplayer rom, SM64 multiplayer 1.2, sm64 multiplayer 1.3, create a patch from 1.2 to 1.3 and see if that works for the star road rom. if that wont help, you'll have to put alot of work into doing this. the quickest way would probably be learning mips assembly and see what multiplayer 1.3 changed in the game's code and copy the changes that make sense over/to rewrite some stuff to fit the starroad rom.

Well how do I make ppf files? Do I have to write it from scratch or is there a program that I can use? Thanks for your help. Because Skelux didn't make a multiplayer 1.3 PPF file. I could maybe ask him to make one if all else fails.

http://www.romhacking.net/utilities/514/

*Translation to what Kaze is saying

If you want to create Star Road Multiplayer with 1.3 functionality then get regular sm64 1.3 rename to .bin, that'll be your "Patched File" then get Sm64 star road 1.2 and that'll be your "Original File".

Now obviously this isn't going to work, but it's not hard to create sm64 multiplayer. Everything is literally right there, all you need is a hex editor, Toad tools 64, and LemASM and whatever magical tools the sm64 community has created in the past 5 years.

From what I can think of, you have to Read and write all of the geolayout information for luigi and lowpolymario as well as implement the ASM functions for stuff. Tarek has a tutorial on how to do that, and I think you can magically C/P ASM now. So realistically if you wanted to, you could do this since everything is right infront of you.

Originally posted by Ri4300Now obviously this isn't going to work, but it's not hard to create sm64 multiplayer. Everything is literally right there, all you need is a hex editor, Toad tools 64, and LemASM and whatever magical tools the sm64 community has created in the past 5 years.

you missunderstood me. i was talking about 3 roms. star road has some custom codings in it and i am pretty sure the doc on SM64 multiplayer on skelux' website is not complete. the only functioning way to do it is to find differences between 1.2 and 1.3 in the rom and to copy the useful ones over. im quite sure this couldnt be done without more effort/knowledge though.

If you want to create Star Road Multiplayer with 1.3 functionality then get regular sm64 1.3 rename to .bin, that'll be your "Patched File" then get Sm64 star road 1.2 and that'll be your "Original File".

Now obviously this isn't going to work, but it's not hard to create sm64 multiplayer. Everything is literally right there, all you need is a hex editor, Toad tools 64, and LemASM and whatever magical tools the sm64 community has created in the past 5 years.

From what I can think of, you have to Read and write all of the geolayout information for luigi and lowpolymario as well as implement the ASM functions for stuff. Tarek has a tutorial on how to do that, and I think you can magically C/P ASM now. So realistically if you wanted to, you could do this since everything is right infront of you.

Thanks for this useful information! I will try and see if making the ppf will work and then I will go on from there.

Does anyone know how to insert a line of code in lemASM so that it moves all of the lines of code down one so that I don't overide something I don't want to change. So basically I want to insert lines of code so that it will add it but move everything down. Because I found some lines of code that were added from Multiplayer 1.3 and they still used some of the multiplayer 1.2 code.

Originally posted by RedToadDoes anyone know how to insert a line of code in lemASM so that it moves all of the lines of code down one so that I don't overide something I don't want to change. So basically I want to insert lines of code so that it will add it but move everything down. Because I found some lines of code that were added from Multiplayer 1.3 and they still used some of the multiplayer 1.2 code.

there is no way through soloely lemASM and even if there was, you'd just crash your rom since all the pointer would become wrong.

Originally posted by Kazethere is no way through soloely lemASM and even if there was, you'd just crash your rom since all the pointer would become wrong.

Are there any other programs that are better than lemASM that can do this? Also it won't crash the rom because I know exactly what code to input. I am following the docs on Shelux's website and also comparing the star road rom with the multiplayer 1.3 rom. I just need to move all of the addresses down one. Maybe instead of doing that can I add the code at the bottom of the rom or will that screw things up?

Originally posted by RedToadAlso it won't crash the rom because I know exactly what code to input.
...
I just need to move all of the addresses down one. Maybe instead of doing that can I add the code at the bottom of the rom or will that screw things up?

i suggest you to learn a bit about this stuff before making assumptions.
...
if you move everything one line down, every pointer pointing to after the line youve inserted will be wrong and probably produce a crash. if you add it to the bottom of the rom, the code wont ever be loaded into RAM and stay inaccessible for you. if you want to insert a single line, you should try to shorten the existing code (it's usually quite easy to do since SM64s compiler was horrible) and then write your line of code to it.

I am going to start using CajeASM and see what I can do with it. Since I can't move the addresses down and the code is too large to simplify I will have to figure something else out. Not to worry though, I will figure this out no matter what.

Link to Caje-ASM: http://www.romhacking.net/utilities/1085/

EDIT: New plan, I will use Notepad ++ to make the code since I can copy and paste code with it and insert code. Then I will save the code created as a .ASM file and load it into CajeASM for assembling. Wish me luck!

Originally posted by RedToadI am going to start using CajeASM and see what I can do with it. Since I can't move the addresses down and the code is too large to simplify I will have to figure something else out. Not to worry though, I will figure this out no matter what.

Link to Caje-ASM: http://www.romhacking.net/utilities/1085/

EDIT: New plan, I will use Notepad ++ to make the code since I can copy and paste code with it and insert code. Then I will save the code created as a .ASM file and load it into CajeASM for assembling. Wish me luck!

Yes, my CajeASM is definitely a good choice for quick assembling and offers some other stuff too to make life easier to asm programmers, like labels, defines etc.

I have a major problem with cajeASM. I wrote the code in Notepad++ and I have MIPS highlighting on and it shows no errors but I try to assemble it to a rom and it doesn't change the rom at all. It says it was successful but nothing happened. I am running it as administrator and it is still doing it.

Originally posted by RedToadI have a major problem with cajeASM. I wrote the code in Notepad++ and I have MIPS highlighting on and it shows no errors but I try to assemble it to a rom and it doesn't change the rom at all. It says it was successful but nothing happened. I am running it as administrator and it is still doing it.